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Editing Micromanaging tricks

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While some aspects of ''Dwarf Fortress'' appear to be designed to discourage micromanagement, others reward or require constant user manipulation. This page is a collection of tricks to micromanage your dwarves and compensate for Dwarven AI.  
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While some aspects of Dwarf Fortress appear to be designed to discourage micromanagement, others reward or require constant user manipulation. This page is a collection of tricks to micromanage your dwarves and compensate for Dwarven AI.  
  
  
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*Use a [[civilian alert]] [[burrow]] to keep your dwarves in - and out of - specific locations.
 
*Use a [[civilian alert]] [[burrow]] to keep your dwarves in - and out of - specific locations.
 
*Instantly locking [[door]]s can reliably keep a dwarf in a specific location (and doing a specific job), or prevent them from doing something ridiculously stupid.
 
*Instantly locking [[door]]s can reliably keep a dwarf in a specific location (and doing a specific job), or prevent them from doing something ridiculously stupid.
*Order a dwarf to go to a specific location by building an unconnected [[lever]], setting the profile on the lever to the specific dwarf, then ordering the lever be pulled. This works for Nobles too, but can be delayed by any other jobs the dwarf is currently tasked with.
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*Order a dwarf to go to a specific location by building an unconnected [[lever]], setting the profile on the lever to the specific dwarf, then ordering the lever be pulled. This works for Nobles too, but can be delayed by any other jobs the dwarf is currently tasked with, and is ineffective while a dwarf is [[on break]].
*Order a dwarf to go to a specific area by drafting him into the [[military]] and issuing a "move" (station) order. Note that this can make your dwarf charge *towards* any nearby enemies.
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*Order a dwarf to go to a specific area by drafting him into the [[military]] and issuing a "move" (station) order. Note that this can make your dwarf charge *towards* any nearby enemies, and [s]also results in a bad [[thought]] if the dwarf has no prior military experience[s] causes no bad thoughts.
*You can burrow children (eventually) by assigning them to the burrow and to beds inside. Once they take a sleep job inside the burrow they will be unlikely to leave the burrow. You can stock the safe room with food, drink, and beds and leave the children there permanently.
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*You can burrow children (eventually) by assigning them to the burrow and to beds inside. Once they take a sleep job inside the burrow they will be unlikely to leave the burrow. You can stock the safe room with food, drink, and beds and leaving the children there permanently.
 
*Cancel a "Store item in stockpile" job by finding the item in question and [[forbid]]ding it. This can keep your dwarves from running through an active battlefield to collect the enemy's severed limbs. You can also set the default status for some items to forbidden under the [[standing orders]] menu.
 
*Cancel a "Store item in stockpile" job by finding the item in question and [[forbid]]ding it. This can keep your dwarves from running through an active battlefield to collect the enemy's severed limbs. You can also set the default status for some items to forbidden under the [[standing orders]] menu.
 
*If you stop an active task in progress via joblist {{K|j}}-{{K|r}} the dwarf may not accept similar jobs for about a week.
 
*If you stop an active task in progress via joblist {{K|j}}-{{K|r}} the dwarf may not accept similar jobs for about a week.
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==Mining==
 
==Mining==
*The default priority for mining can be counter-intuitive to new users. To avoid miners running from one side of the fort to another for no apparent reason, it is recommended to designate areas to mine in batches with a unique priority. Designation priority explanation here: [[Designations_menu#Priority]].
 
 
[[File:Designation_example.png|thumb|An example of mining micromanagement via prioritization]]
 
 
==Advanced Mining Micromanagement==
 
 
*Miners will select mining jobs with priority based on 1) decreasing Z coordinates (lower first), 2) increasing X coordinates (West first), and 3) increasing Y coordinates (North first).
 
*Miners will select mining jobs with priority based on 1) decreasing Z coordinates (lower first), 2) increasing X coordinates (West first), and 3) increasing Y coordinates (North first).
 
*Avoid mining designations that will cause your miners to run back and forth between job sites repeatedly (such as channeling a moat in the North and South simultaneously).
 
*Avoid mining designations that will cause your miners to run back and forth between job sites repeatedly (such as channeling a moat in the North and South simultaneously).
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*Combine large stacks of meat with a dwarf's "[[preference|preferred]]" ingredient to create a large stack of "preferred" meals (for more happy [[thought]]s).
 
*Combine large stacks of meat with a dwarf's "[[preference|preferred]]" ingredient to create a large stack of "preferred" meals (for more happy [[thought]]s).
 
*Multiple linked stockpiles feeding into a kitchen can force some variety in ingredient selection, and is necessary to effectively use liquid ingredients.  
 
*Multiple linked stockpiles feeding into a kitchen can force some variety in ingredient selection, and is necessary to effectively use liquid ingredients.  
 
  
 
==Military==
 
==Military==
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==Strange moods==
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==Strange Moods==
*If you construct all the [[moodable]] workshops in your fortress with a specific type of material (e.g. chalk blocks), you can use the {{k|k}} stocks menu to quickly forbid all your moodable workshops. Note that workshops need to be forbidden ''before'' the game notifies you of the strange mood.
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*If you construct all the [[moodable]] workshops in your fortress with a specific type of material (e.g. chalk blocks), you can use the 'z' stocks menu to quickly forbid all your moodable workshops. Note that workshops need to be forbidden ''before'' the game notifies you of the strange mood.
 
*Placing unforbidden moodable workshops behind a locking door with stockpiles/dumps of your most valuable materials will result in high-value artifacts. You can even select the specific items used by forbidding all the items in the locked room, then unforbidding those you want your moody dwarf to use.
 
*Placing unforbidden moodable workshops behind a locking door with stockpiles/dumps of your most valuable materials will result in high-value artifacts. You can even select the specific items used by forbidding all the items in the locked room, then unforbidding those you want your moody dwarf to use.
 
*Forbidding a specific item that a moody dwarf has collected will send him to fetch a replacement (if still in the collection phase) or remove it from the recipe (if already constructing).  
 
*Forbidding a specific item that a moody dwarf has collected will send him to fetch a replacement (if still in the collection phase) or remove it from the recipe (if already constructing).  

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